Against fighters with three dodges the turrets can almost kill two fighters per round.
The bays can kill another two fighters, for a total of four fighters.

At Long range we get +2 to hit and
Turret without dodge: Average damage 1.37 and 42% critical.
Bay without dodge: Average damage 5.93.

The turrets can kill almost four fighters. The bays can kill roughly 3 fighters, for a total of 7 fighters.

So against fighters that streak in towards dogfight we can fire twice at VLong and once at Long:
2 × 4 + 1 × 7 ≈ 15 fighters.
15 fighters (with carriers) is perhaps half of the cost of the destroyer, not very good.

The bays are of some use against ships, such as enemy destroyers, but that is not really our mission.

I'm unable to check the rules so bear with me on this, re batteries for jump drive, I guess this is open to interpretation but I read it as taking 1d6 turns to instigate a jump. Battieries are listed as discharging in one turn. Are you installing batteries for 6 rounds times your jump drives power need?

Jump (Engineer)
See Jump Travel on page 148. Jumping in combat is the same as jumping in normal conditions but the astrogation calculations have to be done in a hurry, incurring DM-2 on both the Astrogation and Engineer (j-drive) checks to bring the time down to 1D minutes (within one combat round).

The software reflects the limits imposed for running all the software at once, Broad Spectrum EW allows every salvo to be engaged in addition to any crew attempts. ( Make sure to attempt with crew first.)

The armor reflects the more likely threats that would be engaging the escort. ( Being sub 2k hull eliminates spinal targeting and imposes serious penalties for bay weapons.)

Could play with the missile load, but with having 8 separate barbettes allows for tailoring for the job. ( Most likely would only fire all missile barbettes in extreme cases.)

The meson screens are an oops, as I forgot meson bays aren't in the mainline weapons list.

The power plant is over-provisioned in order to charge the battery, also a backup if the battery is taken out.

That 6k design looks like its trying to be master of all roles, better to concentrate on the close escort role and if you want fighters but not a full carrier, go for an escort carrier.

As to the battery, you don't need to use all the charge in a round and I got the impression the power really only needs to be available for the Jump portion rather than all the prep stages.

I'm unable to check the rules so bear with me on this, re batteries for jump drive, I guess this is open to interpretation but I read it as taking 1d6 turns to instigate a jump. Battieries are listed as discharging in one turn. Are you installing batteries for 6 rounds times your jump drives power need?

The jump drive only needs the power for the jump, it doesn't draw that amount of power each round.

I'm probably misunderstanding the formatting but is '+6[gunner]' actually the Gunner skill? Is that for one person or the average of gunnery crews? I've seen this in several examples. High Guard lists an experienced crew as +2 while anything 4 or higher as 'extremely rare'.

I'm probably misunderstanding the formatting but is '+6[gunner]' actually the Gunner skill?

You understand correctly.

I assume a good crew member has a skill of 2 plus a characteristic DM +1. I further assume a competent navy will augment a crew member in charge of millions of credits with skill augmentation, DM +1, and characteristic augmentation ~2, DM +1, and given access to an expert system, DM +1.

"I further assume a competent navy will augment a crew member in charge of millions of credits with skill augmentation, DM +1, and characteristic augmentation ~2, DM +1, and given access to an expert system, DM +1."

Problem is the character creation for at least the Navy career shows no such rush in any sense to augment their crews otherwise there would be a benefit or some event roll that hands out these augmentations. Character creation applies to both player characters and NPCs and it covers decades of service. That says augmentation is not a common handout. This also goes for expert systems or every warship design would include enough for every eligible crew member as standard on the design sheet.

Marine and army careers should also assume every person is augmented to the hilt during their service and I doubt it get yanked out at mustering.

Is the 40 Dt for small craft, in addition to the 80 Dt for hangars, a misprint? I thought it was the cost of the craft that had happened to be placed in the wrong column, but now I see it repeated...

You have good sensors and EW capability, I would include a few extra sensor operators to take advantage of that. They can also help maintaining the bridge watch.

Full hangar facilities require x2 the tonnage of the craft they support and doesn't include the tonnage of the craft in the hangar. ( Allows for repair/maintenance of the vehicles as well as faster launch/recovery.)

Would have to play around a bit more for the sensor stations but could add a few, just have to make sure accommodations are calculated into the setup.

"I further assume a competent navy will augment a crew member in charge of millions of credits with skill augmentation, DM +1, and characteristic augmentation ~2, DM +1, and given access to an expert system, DM +1."

Problem is the character creation for at least the Navy career shows no such rush in any sense to augment their crews otherwise there would be a benefit or some event roll that hands out these augmentations. Character creation applies to both player characters and NPCs and it covers decades of service. That says augmentation is not a common handout. This also goes for expert systems or every warship design would include enough for every eligible crew member as standard on the design sheet.

Marine and army careers should also assume every person is augmented to the hilt during their service and I doubt it get yanked out at mustering.

Who's to say that people will want to be augmented? Not everyone is interested in having tech grafted, sometimes permanently, on to their bodies. Even if it does provide an advantage.

Players might, but that's why their are disadvantages socially to body augments on some worlds.